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Question by DevMerlin · Apr 06, 2016 at 06:05 AM · c#physicsrigidbodymath

In what way can I calculate a predicted target destination based on force to be added?

I've recently found Drag-Shot Mover v01 - and successfully used the C# version with a couple minor modifications:

         dragDistance = Mathf.Clamp((mousePos - transform.position).magnitude, 0, magBase);

         // calculate the force vector
         if (dragDistance * magMultiplier < 1) dragDistance = 0; // this is to allow for a "no move" buffer   close to the object
         forceVector = mousePos - transform.position;
         forceVector.Normalize();
         forceVector *= dragDistance * magMultiplier;

This works mostly well for the project I am building - however, my final goal is to turn this into an arc instead of an impulse applied to the game object. To do so, I need a target for the calculation. What would be the best way to predict where the force is going to send the object?

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Answer by DevMerlin · Apr 06, 2016 at 07:37 AM

Well I feel a little stupid - I figured out my target:

         Vector3 v = (forceVector / _rigid.mass);
         Debug.Log(v + transform.position);

         v.y = GameController.Instance.TargetPredictor.transform.position.y;
         v.x = -v.x;
         v.z = -v.z;

         Vector3 DeltaVAdd = transform.position;
         DeltaVAdd.y = 0;
         GameController.Instance.TargetPredictor.transform.position = v + DeltaVAdd;

With this combination I can predict a landing point - calculating the force / mass for the velocity. The negatives reverse so it actually ends up in the correct position to the dragging force, while the target predictor is just a visual to verify. I can now fire the rigidbody at a target in an arc. that is based on physics instead of existing targets.

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